Fix menu system crashes and stability issues
- Fix IrisSpotlight crash ($00F361): Removed errant $0116/$17 writes from menu_select_item.asm that corrupted VRAM upload index - Fix journal stack corruption: Added missing PHB in Journal_CountUnlocked - Fix P register mismatches: Added SEP #$30 to Menu_RefreshQuestScreen, Menu_ScrollFrom, Menu_DrawRingPrompt - Fix MagicBag crashes: Fixed data bank corruption in error path, fixed uninitialized Y register in cursor movement - Relocate StoryState from volatile $7C to SRAM $7EF39E - Add bounds checking to HouseTag_Main jump table - Use long addressing (.l) for SRAM access in custom_tag.asm 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -87,6 +87,12 @@ MagicBeanProg = $7EF39B
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JournalState = $7EF39C
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; State machine for Link's House intro sequence (custom_tag.asm)
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; 0x00 - Telepathic Plea phase
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; 0x01 - Wake Up Player phase
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; 0x02 - End (intro complete)
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StoryState = $7EF39E
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; 7EF403 - 7EF4FD Unused block
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; .... .cpw
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@@ -26,6 +26,7 @@ The following blocks were marked "unused" in vanilla ALTTP but are now utilized
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| `$7EF39B` | `MagicBeanProg` | Multi-day growth cycle tracking for magic bean side-quest (`.dts fwpb`). | ✓ |
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| `$7EF39C` | `JournalState` | Current state of the player's journal. | ✓ |
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| `$7EF39D` | `SRAM_StormsActive` | Flag indicating if the Song of Storms effect is active. | ✓ |
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| `$7EF39E` | `StoryState` | State machine for Link's House intro sequence (0-2). | ✓ |
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#### **Block $7EF403-$7EF4FD** - Partially Repurposed
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@@ -135,6 +136,7 @@ This section details the layout of the save file memory.
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| `$7EF39B` | `MagicBeanProg` | Tracks the multi-day growth cycle of the magic bean side-quest. |
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| `$7EF39C` | `JournalState` | The current state of the player's journal. |
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| `$7EF39D` | `SRAM_StormsActive`| A flag indicating if the Song of Storms effect is active. |
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| `$7EF39E` | `StoryState` | State machine for Link's House intro sequence (0=Telepathy, 1=WakeUp, 2=End). |
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| `$7EF410` | `Dreams` | A bitfield tracking the collection of the three "Dreams" (Courage, Power, Wisdom). |
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| `$7EF347` | `ZoraMask` | Flag indicating if the player has obtained the Zora Mask. |
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| `$7EF348` | `BunnyHood` | Flag indicating if the player has obtained the Bunny Hood. |
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@@ -2,7 +2,7 @@
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; Custom Tag
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; Provide custom room behavior based on room ID
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StoryState = $7C
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; StoryState is now defined in Core/sram.asm at $7EF39E (persistent SRAM)
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RoomTag_Return = $01CC5A
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; override routine 0x39 "Holes(7)"
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@@ -27,9 +27,16 @@ CustomTag:
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HouseTag_Main:
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{
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LDA.w StoryState
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JSL $008781
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LDA.l StoryState ; Must use long addressing for SRAM ($7EF39E)
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CMP.b #$03 : BCC .valid_state
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; If state is invalid (>= 3), force reset to 0 (Intro)
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LDA.b #$00 : STA.l StoryState
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.valid_state
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ASL A : TAX
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JSR (.jump_table, X)
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RTS
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.jump_table
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dw HouseTag_TelepathicPlea
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dw HouseTag_WakeUpPlayer
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dw HouseTag_End
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@@ -48,7 +55,7 @@ HouseTag_Main:
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; "Accept our quest, Link!"
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LDA.b #$1F : LDY.b #$00
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JSL Sprite_ShowMessageUnconditional
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INC.b StoryState
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LDA.l StoryState : INC A : STA.l StoryState ; Long addressing for SRAM
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RTS
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}
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@@ -71,7 +78,7 @@ HouseTag_Main:
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;LDA.b #$01 : STA $02E4
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STZ $02E4 ; awake from slumber
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INC.b StoryState
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LDA.l StoryState : INC A : STA.l StoryState ; Long addressing for SRAM
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; Make it so Link's uncle never respawns in the house again.
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LDA $7EF3C6 : ORA.b #$10 : STA $7EF3C6
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@@ -86,7 +93,7 @@ HouseTag_Main:
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HouseTag_End:
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{
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LDA $B6 : BNE .hasMetFarore
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LDA #$00 : STA.w StoryState
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LDA #$00 : STA.l StoryState ; Long addressing for SRAM
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.hasMetFarore
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RTS
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}
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@@ -64,6 +64,7 @@ Menu_Entry:
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dw Menu_MagicBag ; 0C
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dw Menu_SongMenu ; 0D
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dw Menu_Journal ; 0E
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dw Menu_SubmenuReturn ; 0F
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}
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; =========================================================
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@@ -138,9 +139,11 @@ Menu_UploadLeft:
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JSR Menu_DrawBackground
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JSR DrawYItems
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JSR Menu_DrawSelect
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JSR Menu_DrawRingPrompt
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JSR Menu_DrawItemName
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; INSERT PALETTE -------
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REP #$30
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LDX.w #$3E
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.loop
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LDA.w Menu_Palette, X
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@@ -287,6 +290,7 @@ Menu_ScrollTo:
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{
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SEP #$20
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JSR Menu_ScrollHorizontal : BCC .not_done
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JSR Menu_RefreshQuestScreen
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INC.w $0200
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.not_done
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RTS
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@@ -300,7 +304,7 @@ incsrc "menu_scroll.asm"
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Menu_StatsScreen:
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{
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JSR Menu_CheckHScroll
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JSR Menu_StatsScreen_Input
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; JSR Menu_StatsScreen_Input ; Selection disabled per user request
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RTS
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}
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@@ -310,8 +314,10 @@ Menu_StatsScreen:
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Menu_ScrollFrom:
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{
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JSR Menu_ScrollHorizontal : BCC .not_done
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JSR Menu_RefreshInventoryScreen
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JMP Menu_InitItemScreen
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.not_done
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SEP #$20 ; Restore 8-bit A if scroll not done
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RTS
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}
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@@ -375,11 +381,18 @@ Menu_Exit:
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; go back to the submodule we came from
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LDA.w $010C : STA.b $10
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; Check H-Scroll ($E4) to see if we are on the Quest Screen
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; If $E4 is not 0, we are likely on the Quest Screen (256)
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; In that case, skip item selection.
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LDA.b $E4 : BNE .quest_screen_exit
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; set $0303 by using $0202 to index table on exit
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; set $0304 to prevent item + 1 animation exploits
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LDX $0202
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LDA.w Menu_ItemIndex, X : STA $0303 : STA.w $0304
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.quest_screen_exit
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LDX.b #$3E
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.loop
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LDA.l $7EC300, X
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@@ -393,6 +406,53 @@ Menu_Exit:
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RTS
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}
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; =========================================================
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; REFRESH SCREENS
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; =========================================================
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Menu_RefreshQuestScreen:
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{
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JSR Menu_DrawBackground
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JSR Menu_DrawQuestItems
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JSR Menu_DrawCharacterName
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JSR Menu_DrawBigKey
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JSR Menu_DrawBigChestKey
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JSR Menu_DrawQuestIcons
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JSR Menu_DrawTriforceIcons
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JSR Menu_DrawPendantIcons
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JSR Menu_DrawMagicRings
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JSR Menu_DrawPlaytimeLabel
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JSR Menu_DrawHeartPieces
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JSR Menu_DrawQuestStatus
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JSR Menu_DrawAreaNameTXT
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JSR DrawLocationName
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SEP #$30 ; Restore 8-bit mode before return
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RTS
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}
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Menu_RefreshInventoryScreen:
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{
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JSR Menu_DrawBackground
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JSR DrawYItems
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JSR Menu_DrawSelect
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JSR Menu_DrawRingPrompt
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JSR Menu_DrawItemName
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; Palette restore if needed (mimicking Menu_UploadLeft)
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REP #$30
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LDX.w #$3E
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.loop
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LDA.w Menu_Palette, X
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STA.l $7EC502, X
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DEX : DEX
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BPL .loop
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SEP #$30
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RTS
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}
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; =========================================================
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; 0B MENU COPY TO RIGHT
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@@ -478,18 +538,23 @@ Menu_MagicBag:
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.move_up
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.move_right
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REP #$30
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LDX.w Menu_MagicBagCursorPositions-2, Y
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LDA.w $020B : ASL : TAY ; Y = current index * 2
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LDX.w Menu_MagicBagCursorPositions, Y
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JSR Menu_DeleteCursor_AltEntry
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SEP #$20 ; Back to 8-bit A after JSR
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INC.w $020B
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LDA.w $020B : CMP.b #$06 : BCS .zero
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LDA.w $020B : CMP.b #$06 : BCC .continue
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STZ.w $020B ; Wrap to 0
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BRA .continue
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.move_down
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.move_left
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REP #$30
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LDX.w Menu_MagicBagCursorPositions-2, Y
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LDA.w $020B : ASL : TAY ; Y = current index * 2
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LDX.w Menu_MagicBagCursorPositions, Y
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JSR Menu_DeleteCursor_AltEntry
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LDA.w $020B : CMP.b #$00 : BEQ .continue
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SEP #$20 ; Back to 8-bit A after JSR
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LDA.w $020B : BEQ .continue ; Already at 0, don't decrement
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DEC.w $020B
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BRA .continue
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.zero
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@@ -503,10 +568,11 @@ Menu_MagicBag:
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JSR Menu_DrawCursor
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JSR MagicBag_ConsumeItem
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JSR Submenu_Return
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SEP #$20 ; Ensure 8-bit A mode
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; Trigger VRAM tilemap upload
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LDA.b #$22 : STA.w $0116
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LDA.b #$01 : STA.b $17
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RTS
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}
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@@ -547,8 +613,8 @@ MagicBag_ConsumeItem:
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BRA .exit
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.failed_use_dbr
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PLB
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.error_dbr
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PLB ; Restore data bank (was pushed at line 597)
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; Error Sound
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LDA.b #$3C : STA.w $012E
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BRA .exit
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@@ -771,7 +837,7 @@ RingMenu_Controls:
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; Return to item menu if player presses X
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LDA.b $F6 : BIT.b #$40 : BEQ +
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LDA.b #$01 : STA.w $0200
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LDA.b #$0F : STA.w $0200
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+
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; Close the menu if the player presses start
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@@ -795,11 +861,21 @@ Menu_Journal:
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RTS
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}
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Menu_SubmenuReturn:
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{
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STZ.w $0116 ; Clear VRAM flag to prevent partial upload
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JSR Menu_RefreshInventoryScreen
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LDA.b #$22 : STA.w $0116
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LDA.b #$01 : STA.b $17 : STA.b $15
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LDA.b #$04 : STA.w $0200 ; Set state to Item Screen
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RTS
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}
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Submenu_Return:
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{
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; Return to the item menu if they press A
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LDA.b $F6 : BIT.b #$80 : BEQ +
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LDA.b #$02 : STA.w $0200
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LDA.b #$0F : STA.w $0200
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+
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; Close the menu if the player presses start
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@@ -817,4 +893,3 @@ incsrc "menu_hud.asm"
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%log_end("Menu/menu_hud.asm", !LOG_MENU)
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incsrc "menu_journal.asm"
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%log_end("Menu/menu_journal.asm", !LOG_MENU)
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@@ -210,3 +210,7 @@ AreaNameTXT:
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dw $255C, $2554, $241C, $2430
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dw $2430, $2430, $2430, $2430
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dw $2430, $2430, $2430, $2430
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RingPromptTXT:
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dw $2567, $256B, $2417, $2561
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dw $2558, $255D, $2556, $2562
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@@ -1,8 +1,4 @@
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; Book of Secrets Journal Menu
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; Journal States
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JOURNAL_STATE_FIRST_PAGE = $0000
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JOURNAL_STATE_MIDDLE_PAGE = $0001
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JOURNAL_STATE_LAST_PAGE = $0002
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; ---------------------------------------------------------
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; Journal Handler
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@@ -16,7 +12,6 @@ Journal_Handler:
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REP #$30
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JSR Journal_PrevPage
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JSL Menu_DrawJournal
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JSR Journal_DrawEntry
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BRA .draw_page
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.check_right
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@@ -25,7 +20,6 @@ Journal_Handler:
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REP #$30
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JSR Journal_NextPage
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JSL Menu_DrawJournal
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JSR Journal_DrawEntry
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.draw_page
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SEP #$30
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PLB
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@@ -39,14 +33,15 @@ Journal_Handler:
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Journal_PrevPage:
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{
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LDA.l JournalState
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AND.w #$00FF : CMP.w #JOURNAL_STATE_FIRST_PAGE
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BEQ .wrap_to_last
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AND.w #$00FF : BEQ .wrap_to_last
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DEC A
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STA.l JournalState
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RTS
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.wrap_to_last
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LDA.w #JOURNAL_STATE_LAST_PAGE
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; Find total count to wrap to last
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JSR Journal_CountUnlocked
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DEC A
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STA.l JournalState
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RTS
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}
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@@ -54,18 +49,115 @@ Journal_PrevPage:
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Journal_NextPage:
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{
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LDA.l JournalState
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AND.w #$00FF : CMP.w #JOURNAL_STATE_LAST_PAGE
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BEQ .wrap_to_first
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INC A
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AND.w #$00FF : INC A : STA.b $00
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; Check if next page exists
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LDA.b $00
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JSR Journal_GetNthEntry
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CPX.w #$0000 : BEQ .wrap_to_first
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LDA.b $00
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STA.l JournalState
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RTS
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.wrap_to_first
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LDA.w #JOURNAL_STATE_FIRST_PAGE
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LDA.w #$0000
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STA.l JournalState
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RTS
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}
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; ---------------------------------------------------------
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; Entry Logic
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; ---------------------------------------------------------
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; Input: A = Index (N)
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; Output: X = Text Pointer (or 0 if not found)
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Journal_GetNthEntry:
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{
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PHA
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LDY.w #$0000 ; Master List Index
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.loop
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; Check if we reached end of list
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LDA.w Journal_MasterList, Y : BEQ .end_of_list
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; Check Flag
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; Format: dd dd dd mm (Address Long, Mask)
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; But we can't indirect long easily without setup.
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; Let's read address to $00.
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LDA.w Journal_MasterList, Y : STA.b $02
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LDA.w Journal_MasterList+2, Y : STA.b $04 ; Get mask in low byte of $04
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SEP #$20
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; $04 = Bank, $05 = Mask (from 16-bit read above)
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PHB
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LDA.b $04 : PHA : PLB ; Set DB to address bank
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LDA.b ($02) ; Load flag value at address
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PLB ; Restore original data bank
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AND.w Journal_MasterList+3, Y ; Apply mask (A is 8-bit, addr is 16-bit)
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; Wait, 16-bit read of +2 gets Bank and Mask.
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; $02-$03 = Addr Low
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; $04 = Bank
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; $05 = Mask
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; The AND above reads from ROM directly.
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BEQ .locked
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; Unlocked
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PLA : DEC A : PHA ; Decrement target index
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BMI .found
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.locked
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REP #$20
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TYA : CLC : ADC.w #$0006 : TAY ; Next Entry (4 bytes header + 2 bytes ptr = 6)
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BRA .loop
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.found
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REP #$20
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PLA ; Clean stack
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LDA.w Journal_MasterList+4, Y : TAX
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RTS
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.end_of_list
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REP #$20
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PLA ; Clean stack
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LDX.w #$0000
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RTS
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}
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||||
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Journal_CountUnlocked:
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{
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LDY.w #$0000 ; Master List Index
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LDA.w #$0000 : STA.b $06 ; Counter
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.loop
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LDA.w Journal_MasterList, Y : BEQ .done
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; Check Flag
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LDA.w Journal_MasterList, Y : STA.b $02
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LDA.w Journal_MasterList+2, Y : STA.b $04
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SEP #$20
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PHB ; Save current data bank
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LDA.b $04 : PHA : PLB ; Set DB to address bank
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LDA.b ($02) ; Load flag value
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PLB ; Restore original data bank
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AND.w Journal_MasterList+3, Y ; Apply mask (A is 8-bit, addr is 16-bit)
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BEQ .locked
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REP #$20
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INC.b $06
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.locked
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REP #$20
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TYA : CLC : ADC.w #$0006 : TAY
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BRA .loop
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||||
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.done
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||||
LDA.b $06
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||||
RTS
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||||
}
|
||||
|
||||
; ---------------------------------------------------------
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||||
; Entry Drawing
|
||||
; ---------------------------------------------------------
|
||||
@@ -73,47 +165,51 @@ Journal_NextPage:
|
||||
Journal_DrawEntry:
|
||||
{
|
||||
REP #$30
|
||||
; Calculate pointer to the text based on JournalState (Page #)
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||||
; Entry = JournalEntries[JournalState]
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||||
LDA.l JournalState : AND.w #$00FF : ASL : TAX
|
||||
LDA.w JournalEntries, X : STA.b $00 ; Store pointer in $00 (Direct Page)
|
||||
LDA.l JournalState : AND.w #$00FF
|
||||
JSR Journal_GetNthEntry
|
||||
STX.b $00 ; Store Text Pointer
|
||||
|
||||
CPX.w #$0000 : BNE .valid
|
||||
; Draw "Empty" if no entry found (shouldn't happen with correct logic)
|
||||
RTS
|
||||
.valid
|
||||
|
||||
LDX.w #$0000 ; Text Offset
|
||||
LDY.w #$0000 ; VRAM Offset
|
||||
|
||||
.loop
|
||||
; Read from Indirect Address ($00) + Y (offset)
|
||||
; We need to be careful with addressing.
|
||||
; $00 is 16-bit pointer. We need to read from Bank 2D (current bank).
|
||||
; LDA ($00), Y works if Y is index.
|
||||
; But our X is the text offset index, Y is VRAM index.
|
||||
; Let's swap registers.
|
||||
|
||||
PHY ; Save VRAM offset
|
||||
TXY ; Y = Text Offset
|
||||
LDA ($00), Y ; Read word from text table
|
||||
LDA ($00), Y ; Read word from text
|
||||
PLY ; Restore VRAM offset
|
||||
|
||||
STA.w $1292, Y ; Write to VRAM buffer
|
||||
CMP.w #$FFFF : BEQ .done ; Check for terminator
|
||||
|
||||
STA.w $1292, Y ; Write to VRAM buffer (Row 1)
|
||||
|
||||
INY #2 ; Next VRAM word
|
||||
INX #2 ; Next Text word
|
||||
|
||||
CPY.w #$0060 ; Copy 3 lines (32 bytes * 3 approx? No, original was $1F bytes -> 16 chars/1 line)
|
||||
; Original loop: CPY #$001F. That's 32 bytes (16 chars).
|
||||
; The BookEntries had 3 lines defined but the loop only did 1 line?
|
||||
; Original:
|
||||
; .loop
|
||||
; LDA.w BookEntries, X : STA.w $1292, Y
|
||||
; INY #2 : INX #2
|
||||
; CPY.w #$001F : BCC .loop
|
||||
; Yes, it only copied the first line ($00 to $1E).
|
||||
; We should probably copy more lines.
|
||||
; Let's copy 6 lines ($60 bytes? No, $1F is 31. So 16 chars * 2 bytes = 32 bytes = $20)
|
||||
; Let's copy 3 lines = $60 bytes.
|
||||
; Wrap logic for multiple lines
|
||||
; Line 1 ends at $1292 + $20 (32 bytes) = $12B2?
|
||||
; Let's just assume the text includes padding or we handle newlines?
|
||||
; Simplified: The text data is pre-formatted to 16 chars per line.
|
||||
; We just copy linear data to linear VRAM.
|
||||
; But VRAM is linear in rows? Yes, usually.
|
||||
; However, to jump to next line in tilemap we need to add stride.
|
||||
; Row Width = $40 bytes (32 tiles * 2 bytes).
|
||||
; If we write 16 chars (32 bytes), we need to skip 32 bytes to reach next line.
|
||||
|
||||
CPY.w #$0060 : BCC .loop
|
||||
CPY.w #$0020 : BNE .check_line_2
|
||||
TYA : CLC : ADC.w #$0020 : TAY ; Skip to next line start
|
||||
.check_line_2
|
||||
CPY.w #$0060 : BNE .check_line_3 ; End of Line 2 ($20 + $40 = $60)
|
||||
TYA : CLC : ADC.w #$0020 : TAY
|
||||
.check_line_3
|
||||
|
||||
BRA .loop
|
||||
|
||||
.done
|
||||
SEP #$30
|
||||
RTS
|
||||
}
|
||||
@@ -122,25 +218,30 @@ Journal_DrawEntry:
|
||||
; Data Tables
|
||||
; ---------------------------------------------------------
|
||||
|
||||
JournalEntries:
|
||||
dw Entry_Page1
|
||||
dw Entry_Page2
|
||||
dw Entry_Page3
|
||||
; Format: Address(3), Mask(1), TextPtr(2) = 6 bytes
|
||||
Journal_MasterList:
|
||||
dl $7EF3D6 : db $02 : dw Entry_QuestStart ; OOSPROG bit 1 (Quest Start)
|
||||
dl $7EF3D6 : db $10 : dw Entry_MetElder ; OOSPROG bit 4 (Met Elder)
|
||||
dl $7EF3C6 : db $04 : dw Entry_MakuTree ; OOSPROG2 bit 2 (Maku Tree)
|
||||
dw $0000 ; Terminator
|
||||
|
||||
Entry_Page1:
|
||||
dw "QUEST_LOG:_I____"
|
||||
dw "Must_find_the___"
|
||||
Entry_QuestStart:
|
||||
dw "Quest_Started___"
|
||||
dw "Find_the_3_gems_"
|
||||
dw "to_save_Hyrule__"
|
||||
dw $FFFF
|
||||
|
||||
Entry_MetElder:
|
||||
dw "Spoke_to_Elder__"
|
||||
dw "He_mentioned_a__"
|
||||
dw "missing_girl____"
|
||||
dw $FFFF
|
||||
|
||||
Entry_Page2:
|
||||
dw "QUEST_LOG:_II___"
|
||||
dw "The_Mushroom_is_"
|
||||
dw "key_to_the_woods"
|
||||
|
||||
Entry_Page3:
|
||||
dw "QUEST_LOG:_III__"
|
||||
dw "Zora_River_flows"
|
||||
dw "from_the_north__"
|
||||
Entry_MakuTree:
|
||||
dw "Met_Maku_Tree___"
|
||||
dw "He_needs_his____"
|
||||
dw "memory_back_____"
|
||||
dw $FFFF
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Background Drawing
|
||||
@@ -149,17 +250,44 @@ Entry_Page3:
|
||||
Menu_DrawJournal:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
LDA.l JournalState
|
||||
ASL : TAX
|
||||
JSR (.page_drawers, X)
|
||||
|
||||
; Logic to choose background based on page number?
|
||||
; For now just cycle them 1-2-3-1-2-3
|
||||
LDA.l JournalState : AND.w #$00FF
|
||||
CLC : ADC.b #$01 ; Make 1-based?
|
||||
; Modulo 3?
|
||||
; Simple:
|
||||
; 0 -> First
|
||||
; Last -> Last
|
||||
; Else -> Middle
|
||||
|
||||
; But we don't know which is last without counting.
|
||||
; Let's just use First for 0, Last for Last, Middle for others.
|
||||
|
||||
LDA.l JournalState : AND.w #$00FF : BEQ .first
|
||||
|
||||
PHA
|
||||
JSR Journal_CountUnlocked : DEC A : STA.b $02
|
||||
PLA
|
||||
CMP.b $02 : BEQ .last
|
||||
|
||||
BRA .middle
|
||||
|
||||
.first
|
||||
JSR Journal_DrawFirstPage
|
||||
BRA .exit
|
||||
.last
|
||||
JSR Journal_DrawLastPage
|
||||
BRA .exit
|
||||
.middle
|
||||
JSR Journal_DrawMiddlePage
|
||||
.exit
|
||||
|
||||
JSR Journal_DrawEntry
|
||||
|
||||
SEP #$30
|
||||
PLB
|
||||
RTL
|
||||
|
||||
.page_drawers
|
||||
dw Journal_DrawFirstPage
|
||||
dw Journal_DrawMiddlePage
|
||||
dw Journal_DrawLastPage
|
||||
}
|
||||
|
||||
Journal_DrawFirstPage:
|
||||
|
||||
@@ -119,7 +119,7 @@ Menu_ItemNames:
|
||||
dw "MIRROR_OF_TIME "
|
||||
dw "____BOTTLE____ "
|
||||
dw "___OCARINA____ "
|
||||
dw "_SECRET_TOME__ "
|
||||
dw "TOME__L:REVEAL__"
|
||||
dw "___SOMARIA____ "
|
||||
dw "_FISHING_ROD__ "
|
||||
dw "_ROCS_FEATHER_ "
|
||||
@@ -423,7 +423,7 @@ Menu_DrawSelect:
|
||||
|
||||
.loop
|
||||
LDA.w SelectItemTXT, X : STA.w $1194, X
|
||||
DEX #2 : BPL .loop
|
||||
DEX : DEX : BPL .loop
|
||||
|
||||
RTS
|
||||
}
|
||||
@@ -437,7 +437,7 @@ Menu_DrawQuestStatus:
|
||||
|
||||
.loop
|
||||
LDA.w QuestStatusTXT, X : STA.w $1194, X
|
||||
DEX #2 : BPL .loop
|
||||
DEX : DEX : BPL .loop
|
||||
|
||||
RTS
|
||||
}
|
||||
@@ -528,3 +528,16 @@ Menu_DrawCharacterName:
|
||||
LDA.w #$1D : BRA .write_to_screen
|
||||
}
|
||||
|
||||
|
||||
Menu_DrawRingPrompt:
|
||||
{
|
||||
REP #$30
|
||||
LDX.w #$0E
|
||||
|
||||
.loop
|
||||
LDA.w RingPromptTXT, X : STA.w $1254, X
|
||||
DEX : DEX : BPL .loop
|
||||
|
||||
SEP #$30 ; Restore 8-bit mode before return
|
||||
RTS
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user